inline AmbientLight::AmbientLight()
{
}

inline Light::Type AmbientLight::get_type() const
{
	return GL_AMBIENT;
}

inline void AmbientLight::compute_diffuse( const Matrix3& world_rotate,
										  const Vector3& world_translate,
										  Real world_scale,
										  const Vector3* vertex, const Vector3* normal,
										  unsigned int num_ambient_lights, const bool* visible,
										  Color* diffuse )
{
}

inline void AmbientLight::compute_specular( const Matrix3& world_rotate, const Vector3& world_translate,
										Real world_scale, const Vector3* vertex, const Vector3* normal,
										unsigned int num, const bool* visible, const Vector3& camera_model_location,
										Color* specular)
{
}
